Things have kept me away for a while, but I'm still working on this in my spare spare-time, and my largest bottleneck is still content generation. I admittedly love building systems, but I find being creative pretty challenging. I'd love some help, if people are interested! I need help building things!
A lot of things are generated on the fly, and the hope is that the game generates interesting structures/items/etc. on its own... but, it's always great to have some hand-made items as well. Even if you only want to make one item, please do! A single item can have many variations once it goes through the item generation code, so it'd be helping add a lot to the game.
In terms of item quality, I need everything from totally shitty, to pretty nice. Think Armageddon level technology. Feel free to be creative. Feel free to be boring, or really weird -- anything you want. Nothing is too mundane or too strange! Keep things non-magical, though.
There are a lot of variables that go into each item, but I actually only need a fraction of them from you! The rest is automatic, or requires only a little extra effort from me.
If you're interested, please post here or PM me. You'll have to copy and past the templates into notepad, or a similar program. I'll PM you an email address to send the final text file to, when you're done.
Here's are the objects I currently need:
Traveling clothing and gearNo combat items (weapons/armor/etc.). No tools (ropes, picks, etc.). Only things one might wear when traveling/exploring (cloaks, packs, boots, belts, etc.). Items with potentially specific uses (e.g, climbing harness) are acceptable, as long as they are worn -- not held. Things don't always come in pairs (no pairs of boots, or gloves -- only a boot or a single glove).
Example/Template:
if spec_loot == 'sandcloth windcloak':
name = 'sandcloth windcloak'
char = 'W'
desc = 'A windcloak made of thin, scratchy sandcloth.'
color = libtcod.light_grey
material = 'plant'
slot = 'body'
type = 'cloak'
max_stamina_bonus = 1
capacity = 0
Item name goes on top line and after name. Char is the icon that represents it -- use a letter or symbol. Descriptions can be as long as you like, but I'd prefer things to be succinct. Colors can be found
here -- just replace the light_grey part with the color of your choosing. Material, 'plant' or 'leather' only.
The following slots are available: head, neck, torso, body, back, belt, left hand, right hand, left foot, right foot, wrist, arm, leg. Select one slot for each item.
Type doesn't matter (well, it does, but it doesn't matter what you put). Put whatever general "type" of item you think it is.
The last two lines, feel free to fill out if you like. Don't worry about game balance too much -- I can adjust things later (and you actually taking a stab at it helps me a lot)... and seriously, don't think too hard about it.
max_stamina_bonus refers to how much easier it makes travel. A 10 would mean that you can travel roughly an hour longer than you otherwise might be able to naked. Badass pieces of traveling gear should get a 10. A badass cloak/duster/etc. can get up to 50.
Capacity refers to how much it holds. (A spacious leather pack holds 20. A cloak with a single pocket holds 1.)
Useless treasures/artifactsGeneral treasures -- things like urns, small statues, ancient religious items, old currency, books bound in fancy bindings. These items can have variable materials (a statue may be made of carved wood, gold, or anything else), so you may or may not specify material qualities in descriptions as you see fit. Nothing useful for fighting, exploring, or camping (or anything but selling/collecting, for that matter). These things will have other uses, but no sense spoiling everything.
Example/Template:
if spec_loot == 'small urn':
name = 'small urn'
char = 'u'
desc = 'A small, cylindrical urn. Its carvings are long since worn away.'
color = libtcod.light_grey
capacity = 1
Same as above. These items may hold something via capacity, if it seems right (like in the case of an urn).
That's what I need! Let me know if you're interested
(and no promises I ever finish, or that it'll be any fun)!
I'll be putting out calls for other items, maps/rooms, and characters at some point -- so hang tight if none of the above interests you.